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Correct - but the Makefiles (as generated by CMake) should take care of all that normally. I suppose you can't use my shell scripts out of the box, but CMake, GNU make etc should work fine on most platforms.

The build scripts expect both SDL2 and A2 to be properly installed in the development environment, like any other libraries - so the typical procedure is to build and install SDL2, then build and install A2, and finally, the game.

As I don't actually build the Windows version on Windows, I can only give some rough hints here, I'm afraid. Your best bet is probably to use MinGW, as that is essentially the native version of the toolchain I use for crosscompiling. You'll also need CMake to use the existing build scripts. Once you have that installed, you'll need SDL 2.0 and SDL_image 2.0 development libraries, and dependencies, and then you'll need to build and install Audiality 2.

As for the build process, there are some hints here, although aimed at Un*x systems and similar.

Thanks! A2 is a modular synth with realtime scripting (with A2S) - which at this point, is the only user interface. (Documentation in progress: https://github.com/olofson/audiality2/tree/master/doc ) The idea is to cover everything from virtual instruments through sound effects and streaming with a single architecture, in order to eliminate the traditional distinctions between these fields. A2S was never really intended as a "music language," but that's how all music for it so far has been authored. Dynamic/interactive music would seem like the obvious next step there.

Either way, I'm planning on building an interactive A2S editor with tracker capabilities, and possibly support for "instrument" GUIs for realtime tweaking. Wrapping A2 up as a VSTi for music authoring in traditional DAWs is also on the list. It has crossed my mind to do something more similar to the FMOD and Wwise authoring tools for A2, but that's a massive project, and I'm not sure I want to develop and support tools full time. But, you never know... :-)

Thank you very much! Then you should get two Steam keys when the time comes. :-)

There will be another 0.7.x release, but then I'm focusing on 0.8.0 and Steam, which means new levels and upgraded enemies. The game logic code needs major refactoring, and it has legal issues. Rewriting those parts takes care of both. I'll open up Steam Early Access as soon as 0.8.x is reasonably playable.

As to Kobo II (working title), I started running out of time and resources, and I realized I'd have to strip it down to something quite generic and uninteresting to be able to finish it at the time. So, I put it on hold, replaced the contract work with a job, and started working on a smaller project: Kobo Redux, which is also much more similar to XKobo/Kobo Deluxe in feel and gameplay.

However, I've kept working on Audiality 2 (sound engine, also used in Redux) and EEL (scripting language, used for some tools for Redux; may be used for GUI and high level logic in Redux 0.8.x), and I intend to update the Kobo II tech preview, and release it with full source code in the near future.

After finishing Kobo Redux, I'll look into reviving Kobo II - probably under a different name, as it's really a different subgenre, which doesn't appeal to all Kobo fans.